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1 FAQ SAGA Age of Crusades • July 2019 V2.1 The Age of Crusades Clarifications Factions and mercenaries clarifications • THE PAGAN PEOPLES (PAGE 39) The reference that is made to Ümbeer Piraama in the answers come from a previous version. The ability activates 3 units, as indicated on the Battleboard. The same error occurred in the response concerning Valenulik ability, which applies to S and not to M as the text would suggest. • THE HORDE (PAGE 59) There is no constraint as to when you trigger “The Horde”. This can be done at any time during your Activation Phase, like any Activation Saga ability. • FANATICAL ARPADIAN HUNGARIANS (PAGE 65) The restriction on composite bows for warriors is the number of figures, not the number of units. • PILGRIMS (PAGE 71) If multiple figures are removed at the same time from a pilgrim unit, you will roll as many dice as models removed as losses. It is possible to take only part of the dice you are allowed to roll. The dice are rolled simultaneously before being placed on your board. • TURCOPOLES (PAGE 73) The activation of free shooting represents the occasional use of the bows available to some of these auxiliaries. It’s the only way the unit can fire. It is therefore not equipped with bows, at least in game terms. • VANEM LEMBITU (PAGE 38) News If this Hero has been eliminated, you can no longer trigger his “Main Attack” special rule. • SAILORS (PAGE 73) News If a scenario uses multiple victory point systems (e.g., slaughter points and conquest points) Sailors may NOT use their special “Disembarkation” rule. The latter can only be used if the scenario uses only slaughter points as a system of determining victory. The “ No Quarter” rule may be used more than once per melee, but keep in mind that to gain 4 attack dice, they have to reduce their armour. So once their armour drops to 2, they cannot trigger this special rule anymore. • LOYAL (PAGE 71) News Units with the Loyal rule only count as Mercenaries when mustrering the warband and determining how many points you can spend in Mercenaries at most. During and after the game (when counting victory points), they count as units of your band in their troop class. Clarifications of Saga abilities • MOORS: HORSES OF THE MAGHREB During the turn in which this ability is triggered, all mounted units have L+ S movement, even those that normally have higher movement (such as Eastern Horsemen, for example). • MOORS: INSPIRATION A unit is always at S of itself and may benefit from this ability if it has not suffered any losses. This is particularly true in the case of Heroes, who unless included in a heroic unit, are considered not to have suffered losses until their outright elimination. • MOORS: TORRENT OF IRON If the shooting or rest activation has not been resolved (if it has been cancelled, for example), the unit will not be activated for a charge. In the case of the Umayyads (Saga Universe: Age of the Vikings), as the Mounted Guards have no shooting weapons, the only way for them to use this ability is to start by activating for a rest. You can activate for a rest even if you do not have any fatigue, but it must be the first activation of the turn. • PAGAN PEOPLES: PÜHAJÄRV News The ability indicates that you must take as many available dice as there are units of 6 or fewer figurines in your band (it does not say “take up to...”). If you do not have enough dice available, the capacity is useless and will have no effects. • PAGAN PEOPLES: MEZA MATE News You can resolve a Rest activation even if you have no fatigue. Meza Mate’s resolution will replace the effects of the Rest activation, but it is still possible to trigger this ability even if you do not have any Fatigue token. FAQ 2019

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1

FAQ

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V2.1

The Age of Crusades Clarifications

Factions and mercenaries clarifications

• THE PAGAN PEOPLES (PAGE 39)

The reference that is made to Ümbeer Piraama in the answers come from a previous version. The ability activates 3 units, as indicated on the Battleboard. The same error occurred in the response concerning Valenulik ability, which applies to S and not to M as the text would suggest.

• THE HORDE (PAGE 59)

There is no constraint as to when you trigger “The Horde”. This can be done at any time during your Activation Phase, like any Activation Saga ability.

• FANATICAL ARPADIAN HUNGARIANS (PAGE 65)

The restriction on composite bows for warriors is the number of figures, not the number of units.

• PILGRIMS (PAGE 71)

If multiple figures are removed at the same time from a pilgrim unit, you will roll as many dice as models removed as losses. It is possible to take only part of the dice you are allowed to roll.

The dice are rolled simultaneously before being placed on your board.

• TURCOPOLES (PAGE 73)

The activation of free shooting represents the occasional use of the bows available to some of these auxiliaries. It’s the only way the unit can fire. It is therefore not equipped with bows, at least in game terms.

• VANEM LEMBITU (PAGE 38) NewsIf this Hero has been eliminated, you can no longer trigger his “Main Attack” special rule.

• SAILORS (PAGE 73) NewsIf a scenario uses multiple victory point systems (e.g., slaughter points and conquest points) Sailors may NOT use their special “Disembarkation” rule. The latter can only be used if the scenario uses only slaughter points as a system of determining victory.

The “ No Quarter” rule may be used more than once per melee, but keep in mind that to gain 4 attack dice, they have to reduce their armour. So once their armour drops to 2, they cannot trigger this special rule anymore.

• LOYAL (PAGE 71) NewsUnits with the Loyal rule only count as Mercenaries when mustrering the warband and determining how many points you can spend in Mercenaries at most. During and after the game (when counting victory points), they count as units of your band in their troop class.

Clarifications of Saga abilities

• MOORS: HORSES OF THE MAGHREB

During the turn in which this ability is triggered, all mounted units have L+S movement, even those that normally have higher movement (such as Eastern Horsemen, for example).

• MOORS: INSPIRATION

A unit is always at S of itself and may benefit from this ability if it has not suffered any losses. This is particularly true in the case of Heroes, who unless included in a heroic unit, are considered not to have suffered losses until their outright elimination.

• MOORS: TORRENT OF IRON

If the shooting or rest activation has not been resolved (if it has been cancelled, for example), the unit will not be activated for a charge.

In the case of the Umayyads (Saga Universe: Age of the Vikings), as the Mounted Guards have no shooting weapons, the only way for them to use this ability is to start by activating for a rest. You can activate for a rest even if you do not have any fatigue, but it must be the first activation of the turn.

• PAGAN PEOPLES: PÜHAJÄRV NewsThe ability indicates that you must take as many available dice as there are units of 6 or fewer figurines in your band (it does not say “take up to...”).

If you do not have enough dice available, the capacity is useless and will have no effects.

• PAGAN PEOPLES: MEZA MATE News

You can resolve a Rest activation even if you have no fatigue. Meza Mate’s resolution will replace the effects of the Rest activation, but it is still possible to trigger this ability even if you do not have any Fatigue token.

FAQ 2019

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V2.1

Corrections• POLISH UNITS CHART (PAGE 42)

The equipement options have been shifted down one line, starting with the Warriors. The first line should be “Horse”, the second “Heavy weapons”, the third “Bows” and the last line should be empty.

• CRUSADER BATTLEBOARD

The Peasant’s CrusadeReplace the ability with:

Without Fear of Being Wounded

MeleeYou may re-roll any defence

dice you wish.

Find Chinks

In Their Armour Melee or Shooting

Gain 4 attack dice (6 if you used a ). You must re-roll each attack die

which scores a 6.

Set An Example!

Melee Choose one or two other units

within M of your unit.

If you win this melee, each of these units gets 3 bonus attack dice

and 3 bonus defence dice during the next melee they participate in this turn.

God’s Judgement

MeleeGain attack dice equal to your unit

or the enemy unit’s Armour (whichever is higher).

Blessing of the Righteous

Melee or Shooting/ReactionIf you have a unit of Pilgrims

in your warband, your unit cannot suffer more casualties than its Armour value.

Any excess losses are cancelled.

Otherwise, you may re-roll a number of defence dice equal to your unit’s Armour.

Happy are the Humble

OrdersUntil the end of the turn,

your Pilgrims have the same melee Aggression as Warriors and are no longer

considered Unarmed.

If you have no Pilgrims, all your Hearthguards increase

their Armour by +1 and gain Resilience (1) until the start of your next turn, against

shooting attacks only.

JerichoMelee or Shooting Gain 2 attack dice.

Gain 2 additional attack dice if the enemy unit’s Armour is higher than 4.

The Valiant

Melee Hearthguards, Heroes or Pilgrims

If your unit wins this melee, it removes one of its fatigues

at the end of the combat.

If you used a , the enemy unit suffers an additional fatigue

once the melee is resolved.

The Peasants’ Crusade

ActivationIf you have a unit of Pilgrims

in your warband, activate all your Warrior and Levy units. These activations

do not generate fatigue.

Otherwise, remove 2 fatigues from your Warlord, and 1 from each

of your Hearthguard units.

God’s Host

Activation/ReactionTrigger this ability after an enemy unit

finishes resolving their activation.

If you have Pilgrims in your warband, choose a unit of Pilgrims. Until the end

of the turn, it gets 4 bonus defence dice against both melee and shooting attacks.

Otherwise, choose a unit of Hearthguards and activate it to rest or move..

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ActivationActivate a unit

of Hearthguards or a Hero.

KNIGHTS

ActivationActivate a unit

of Warriors.

SERJEANTS

ActivationActivate a unit

of Levies.

FOOT SOLDIERS

OrdersTake 2 of your available

Saga dice, roll them and add them to your

inactive Saga dice.

Activation PoolMelee, Shooting

or Shooting/ReactionGain 1 attack or defence die

(2 if you used a ).

Combat Bonus

• FIRE-THROWERS (PAGE 70)

Add to the “Individualists” section:

Fire-Throwers never have equipment options, even if they join a unit with specific equipment. They are not allowed to join a mounted unit.

• FANATICAL PILGRIMS (PAGE 70)

Replace the last sentence in the section “Children of God” with:

In a warband of Levantine Crusaders, they will be considered as Pilgrims for the Saga abilities of the Battleboard.

• WAGON (PAGE 47) News• Add “Determination” to the special rules of the Wagon.

• The Armor value should be 6 (4)* and not 5 (4)*

• PRIEST (PAGE 71) NewsReplace the “Saga Dice” with 0.

• WESTERN KNIGHTS (PAGE 72) NewsAdd at the end of the paragraph “Infantry and Horsemen”:

This unit contains 8 Warriors either on foot or mounted on horses.

In addition, Western Knights may never be activated more than once per turn by their owner.

• TROUBADOUR (PAGE 73) NewsReplace the “Exploit” rule with:

As long as the Warlord has the Troubadour in line of sight, he gains the following benefits:

• His Charge activations are free.• His Aggression is increased by +2. • He benefits from Resilience (2) instead of Resilience (1).

• LIFEGUARD (PAGE 72) NewsAdd a new paragraph:

LoyalThe Lifeguard may use the advanced capabilities of his warband’s battleboard as long as they form a heroic unit with the Warlord. They are considered standard members of the warband in all respects.

SPANISH BATTLEBOARD News

JinetesReplace the ability with:

HidalgosShooting

Your attack dice get a +1 bonus for each fatigue the target

of your shooting attack currently has.

StunnedActivation/Reaction

If the targeted unit is activated for a charge or shooting attack while it has at least one fatigue,

remove a fatigue and cancel its activation.

The unit may not be activated again this turn.

Jinetes!

OrdersChoose one of your mounted units

equipped with javelins. Until the end of the turn,

this unit’s movement and shooting activations are free but it cannot be

activated for a charge.

This unit’s targets reduce their Armour by 1 during their shooting attacks.

This unit may only fire once at each enemy unit during this turn. Remove one of its

fatigue at the end of the Activation phase.

BATTLE WearyMelee or Shooting/Reaction

All units which roll more than 8 attack dice suffer a fatigue after the entire shooting attack or melee has been resolved, and

cannot be activated again this turn.

Desperate

ManoeuvresMelee or Shooting/Reaction

The enemy unit suffers a fatigue and your opponent gains 2 attack dice.

Blazing SunShooting

Discard all your attack dice. The enemy unit targeted suffers a fatigue.

ReconquistaOrders

Until the end of the turn, your units equipped with javelins may not activate to shoot but get

2 bonus attack dice during every melee.

ChaosOrders/Reaction

Choose a warband and take all its fatigues.

Redistribute these fatigues throughout the warband, giving

each unit a maximum of two fatigues.

Any fatigues which cannot be placed according to the above rules are discarded.

Treachery

Melee Defender

If the enemy unit has at least one fatigue and your unit has none,

your adversary must discard all their attack dice.

LANCES and javelins

Melee Mounted unit

Gain 2 defence dice for each friendly unit

with javelins within M of the enemy unit.

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ActivationActivate a

mounted unit.

Caballeros & Jinetes Activation

Activate a foot unit.

Peones

Activation/ReactionTrigger this ability

after an enemy movement or shooting activation

has been resolved. Activate one of your Jinetes units to move

or shoot.

Iberia

OrdersTake 2 of your available

Saga dice, roll them and add them to your

inactive Saga dice.

Activation PoolMelee, Shooting

or Shooting/ReactionGain 1 attack or defence die

(2 if you used a ).

Combat Bonus

MOORS BATTLEBOARD News

Forest of Spears Replace the ability with:

Storm of Blades

Melee Your opponent must reroll

all their attack dice which score a hit

ORYou may re-roll all your attack dice which do not score a hit.

After resolving the entire melee, both units suffer an additional fatigue.

Perseverance

ActivationActivate 2 foot units or 2 mounted units

(3 units if you used a ).

Doubts

Activation/RéactionTrigger this ability after the resolution

of an enemy rest activation.

Place a fatigue on another unit within M of the unit which rested

(up to two other units, if you use a ).

WholeheartedMelee, Shooting or Shooting/Reaction

Gain 2 attack dice for each of the enemy unit’s fatigues.

Gain 2 defence dice for each of your unit’s fatigues.

Forest of Spears

Melee • FootGain 3 defence dice.

DISCORD

Orders/ReactionDesignate 3 non-exhausted friendly units

and 3 enemy units. No designated unit may be a Hero.

Give each of these units one fatigue.

Horses of the Maghreb

OrdersUntil the end of the turn,

your units mounted on horses have a movement distance of L+S.

Inspiration

Melee If your unit is within S

of a friendly unit which has taken no casualties

since the start of the game, it can re-roll 1s scored

on its attack and defence dice (1s, 2s and 3s if you used a ).

Hasty ShotShooting/Reaction Gain 2 defence dice.

At the end of the shooting attack, the attacking unit takes as many

fatigue as your unit has.

Torrent of Iron

ActivationMounted Hearthguards

Activate one of your units for a shooting attack or a rest. During the shooting attack,

it gets a +1 bonus to all its attack dice. If it is a rest, it will remove 2 fatigues.

Next, activate the same unit to make a charge which does not generate fatigue.

The charged unit suffers a fatigue at the start of the melee’s resolution.

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ActivationActivate a unit

of Hearthguards or a Hero.

Jund

ActivationActivate a unit

of Warriors.

Hashid

ActivationActivate a unit

of Levies.

Mujahid

OrdersTake 2 of your available

Saga dice, roll them and add them to your

inactive Saga dice.

Activation Pool

Melee, Shooting or Shooting/Reaction

Gain 1 attack or defence die (2 if you used a ).

Combat Bonus

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Discord Replace the ability with:

Storm of Blades

Melee Your opponent must reroll

all their attack dice which score a hit

ORYou may re-roll all your attack dice which do not score a hit.

After resolving the entire melee, both units suffer an additional fatigue.

Perseverance

ActivationActivate 2 foot units or 2 mounted units

(3 units if you used a ).

Doubts

Activation/RéactionTrigger this ability after the resolution

of an enemy rest activation.

Place a fatigue on another unit within M of the unit which rested

(up to two other units, if you use a ).

WholeheartedMelee, Shooting or Shooting/Reaction

Gain 2 attack dice for each of the enemy unit’s fatigues.

Gain 2 defence dice for each of your unit’s fatigues.

Forest of Spears

Melee • FootGain 3 defence dice.

DISCORD

Orders/ReactionDesignate 3 non-exhausted friendly units

and 3 enemy units. No designated unit may be a Hero.

Give each of these units one fatigue.

Horses of the Maghreb

OrdersUntil the end of the turn,

your units mounted on horses have a movement distance of L+S.

Inspiration

Melee If your unit is within S

of a friendly unit which has taken no casualties

since the start of the game, it can re-roll 1s scored

on its attack and defence dice (1s, 2s and 3s if you used a ).

Hasty ShotShooting/Reaction Gain 2 defence dice.

At the end of the shooting attack, the attacking unit takes as many

fatigue as your unit has.

Torrent of Iron

ActivationMounted Hearthguards

Activate one of your units for a shooting attack or a rest. During the shooting attack,

it gets a +1 bonus to all its attack dice. If it is a rest, it will remove 2 fatigues.

Next, activate the same unit to make a charge which does not generate fatigue.

The charged unit suffers a fatigue at the start of the melee’s resolution.

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ActivationActivate a unit

of Hearthguards or a Hero.

Jund

ActivationActivate a unit

of Warriors.

Hashid

ActivationActivate a unit

of Levies.

Mujahid

OrdersTake 2 of your available

Saga dice, roll them and add them to your

inactive Saga dice.

Activation Pool

Melee, Shooting or Shooting/Reaction

Gain 1 attack or defence die (2 if you used a ).

Combat Bonus

InspirationReplace the ability with:

Storm of Blades

Melee Your opponent must reroll

all their attack dice which score a hit

ORYou may re-roll all your attack dice which do not score a hit.

After resolving the entire melee, both units suffer an additional fatigue.

Perseverance

ActivationActivate 2 foot units or 2 mounted units

(3 units if you used a ).

Doubts

Activation/RéactionTrigger this ability after the resolution

of an enemy rest activation.

Place a fatigue on another unit within M of the unit which rested

(up to two other units, if you use a ).

WholeheartedMelee, Shooting or Shooting/Reaction

Gain 2 attack dice for each of the enemy unit’s fatigues.

Gain 2 defence dice for each of your unit’s fatigues.

Forest of Spears

Melee • FootGain 3 defence dice.

DISCORD

Orders/ReactionDesignate 3 non-exhausted friendly units

and 3 enemy units. No designated unit may be a Hero.

Give each of these units one fatigue.

Horses of the Maghreb

OrdersUntil the end of the turn,

your units mounted on horses have a movement distance of L+S.

Inspiration

Melee If your unit is within S

of a friendly unit which has taken no casualties

since the start of the game, it can re-roll 1s scored

on its attack and defence dice (1s, 2s and 3s if you used a ).

Hasty ShotShooting/Reaction Gain 2 defence dice.

At the end of the shooting attack, the attacking unit takes as many

fatigue as your unit has.

Torrent of Iron

ActivationMounted Hearthguards

Activate one of your units for a shooting attack or a rest. During the shooting attack,

it gets a +1 bonus to all its attack dice. If it is a rest, it will remove 2 fatigues.

Next, activate the same unit to make a charge which does not generate fatigue.

The charged unit suffers a fatigue at the start of the melee’s resolution.

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ActivationActivate a unit

of Hearthguards or a Hero.

Jund

ActivationActivate a unit

of Warriors.

Hashid

ActivationActivate a unit

of Levies.

Mujahid

OrdersTake 2 of your available

Saga dice, roll them and add them to your

inactive Saga dice.

Activation Pool

Melee, Shooting or Shooting/Reaction

Gain 1 attack or defence die (2 if you used a ).

Combat Bonus